Vodafone, Nokia test technology for lag-free gaming and video calling: Here’s how it works

UK telecom major Vodafone and Finnish telecom equipment maker Nokia has announced the successful testing of a new internet technology. The latest technology has the potential to significantly improve the home broadband experience for customers, especially during gaming and video calling sessions.

How this new technology works
To test this new technology, the companies used a replica fibre-to-the-home (FTTH) link that served a standard laptop over a busy Wi-Fi broadband connection to simulate the worst-case peak load. With this tech, the companies were able to reduce the response times (known as latency) from 550 milliseconds (0.55 seconds) to just 12 milliseconds (0.012 seconds) while accessing an internet site and maintaining fast speeds.

Moreover, the technology further reduced the latency to only 1.05 milliseconds (0.00105 seconds) when the Wi-Fi was replaced with an ethernet cable during the test

A latency of 100 milliseconds or above, reportedly equals to a blink of an eye. However, this amount of latency can cause a noticeable lag while gaming or during a video call.


In the first test, Vodafone and Nokia’s research arm Nokia Bell Labs used all elements of a fibre broadband network and were able to demonstrate the benefits of a new internet standard called L4S. While being tested at Vodafone’s laboratory in Newbury, UK, the L4S standard was able to maintain a high throughput of data (customer traffic) and low latency, simultaneously.

Developed by Nokia Bell Labs, L4S stands for ‘Low Latency, Low Loss, and Scalable’ throughput. This technology is backed by the leading internet standards body, the Internet Engineering Task Force (IETF) and can tackle queuing delays.

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These delays are a significant source of peak latency on the internet and are a major problem for most serious gamers.

Latency occurs when packets of data wait idly in buffers across the network. For example, the data packets wait in routers and modems before being forwarded to their destination which causes latency.

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